Gizmos A graphic overlay associated with a GameObject in a Scene, and displayed in the Scene View. The overlay lets you monitor the performance of your application while in Play mode. When this option is selected, Unity runs the Play mode with the Game view maximized to 100% of the Editor window.Ĭlick to enable: use this to mute any in-application audio when you enter the Play mode.Ĭlick this to show or hide the Statistics overlay, which contains Rendering Statistics about your application’s audio and graphics. Select this to view the Game view without forcing focus or maximizing any views to full screen. When this option is enabled, it is still useful to maximize the Game view in Play mode to hide other views and reduce the number of views that Unity renders.Ĭhoose from the options below to determine the settings for the Editor when it enters the Play mode. Unity attempts to render the Game view at the monitor refresh rate, though this is not guaranteed. Enabling Focused on a Game view disables it on other Game views.Įnable VSync (Game view only) to allow syncing, which is useful when recording a video, for example. Using Maximized mode implies focus on the Maximized Game view. Only one Game view can be in focus when you enter the Play mode. This section describes the play mode behavior based on your selection below.Įnable Focused to shift focus on the selected Game view while the Editor is in Play mode. You can also use the scroll wheel and middle mouse button to do this while the application is stopped or paused. This slider lets you zoom out to see the entire screen where the device resolution is higher than the Game view window size. Scroll right to zoom in and examine areas of the Game screen in more detail. It is always enabled when the Game view is on a non-Retina display. More info See in Glossary density of older displays, which reduces the resolution of the Game view when an aspect ratio is selected. Pixel lighting is calculated at every screen pixel. Pixel size depends on your screen resolution. By default, this is set to Free Aspect.Įnable Low Resolution Aspect Ratios to emulate the pixel The smallest unit in a computer image. Select from the available values to test how your game looks on monitors with different aspect ratios. You can assign Displays to Cameras in the Camera module, under Target Display.Īspect ratio The relationship of an image’s proportional dimensions, such as its width and height. More info See in Glossary, select the appropriate option to switch between them. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. Think of each unique Scene file as a unique level. If you have multiple Cameras in the Scene A Scene contains the environments and menus of your game. Use this menu to enable the Game or Simulator view. However, if one of the windows is already open somewhere in the interface, then trying to open it from the menu will bring it into focus. If there are no instances of Game or Simulator windows open, by default they’ll open as a floating window. To switch between Game and Simulator views, in the Game/Simulator tab, select the appropriate option from the Game/Simulator menu.Īlternatively, you can go to Window > General, and select Game or Device Simulator from the menu to open the required window. Use the Simulator view to preview how your built application looks on a mobile device. When you enter the Play mode, Unity darkens parts of the interface outside the Game view. In Play mode, any changes you make are temporary, and are reset when you exit Play mode. More info See in Glossary to control the Play mode. Use the buttons in the Toolbar A row of buttons and basic controls at the top of the Unity Editor that allows you to interact with the Editor in various ways (e.g. The Play mode lets you run your project and see how it works as it would in a built application. The Simulator view shows how your built application looks on a mobile device. Unity lets you switch between the Game view and the Simulator view. For more information about Cameras, see the Camera Component page. More info See in Glossary to control what the player sees when they are using your application. The output is either drawn to the screen or captured as a texture. You need to use one or more Cameras A component which creates an image of a particular viewpoint in your scene. It shows how the final, built application looks. The Game view is rendered from the Camera(s) in your application.
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